On Sat, Jun 20, 2009 at 4:50 AM, jaber <[email protected]> wrote:
> > > > On Jun 20, 2:50 pm, claudio canepa <[email protected]> wrote: > When zooming in, it seems to zoom towards the center anchor of the > layer regardless where has the camera been. Any workaround? > > Also, how do I make the camera follows a player sprite regardless how > much the player zoom? > The zoom ( and rotation ) center is in world_layer.transform_anchor_x , world_layer.transform_anchor_y you can adjust to suit your needs. if you want the player show at the window's center, add this method to world_layer: def update_camera_pos(self, (center_x,center_y)): x, y = director.get_window_size() self.x = -center_x + x/2 self.y = -center_y + y/2 Then if your player is something like player = MySprite(...) player.position = initial_x,initial_y where MySprite is subclass of Sprite with an update method like (pseudocode!!) def update(self,dt): self.position += dt*vel self.parent.update_camera_pos(self.position) # the player sprite must be child of world_layer, or you must adapt to use Cocosnode.get_ancestor() Note that zoom dont changes the player update. -- Claudio --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
